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Corporate Bodyguard: Difference between revisions

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Ivanidze (talk | contribs)
removed old and added new role equipment section, minor text fixes, changed In-Character tips, added CL office map, workspace section with expanded workspace description (Upper Deck and Middle Deck), added office equipment details (cameras, terminal, shutters, fax, telephone, medkit, evacuation pod), added covert tools , improved page structure and more minor stuff
Ivanidze (talk | contribs)
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* There are secure cameras in the office and quarters, which can be accessed through the Weyland-Yutani Intranet Terminal.
* There are secure cameras in the office and quarters, which can be accessed through the Weyland-Yutani Intranet Terminal.
[[File:LiaisonOffice Up.png]]
[[File:LiaisonOffice Up.png]]
----


=== Middle Deck ===
=== Middle Deck ===

Latest revision as of 22:09, 17 March 2026

Work in Progress
This page has been designated as a work in progress. To locate any other work in progress pages head here
THE COMPANY
Corporate Bodyguard
Difficulty: Medium
Supervisors: Corporate Liaison
Rank: Trainee Personal Protection Officer [Under 10 hours] / Personal Protection Officer [10 hours] / Personal Protection Specialist [70 hours] / Personal Protection Coordinator [175 hours]
Duties: Protect the Corporate Liaison and their office.
Guides: This one.
Unlock Requirements: 25 hours as any Corporate role, 5 hours as any Military Police role.
Detailed Description:
|__________|
As a corporate security officer from Weyland-Yutani, your job requires you to stay in character at all times. While in the AO (Area of Operation), you are subject to orders given by military personnel. On ship, you are subject to orders only by the Command and Security departments, after the onboard Corporate Liaison. You are not required to follow any orders from the ship's crew but you can be arrested if you do not. Your primary job is to protect the Weyland-Yutani office, and its liaison.
|__________|


"Don't forget about the survivors, they can show up at any moment..."

― Some Protection Officer

Roles


As the Corporate Security, it is your job to protect W-Y's interests in the mission that has been given to the United States Colonial Marine Corps. You have ZERO authority over the Marine Corps. You are responsible for protecting the onboard Liaison and their office, not for getting into fights.

Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. Roleplaying a lot leads to more FUN. If you're not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, undertaking antagonistic objectives without being explicitly told to by W-Y will get you banned or job banned. This is known as "self antagging", and will result in admin action. Remember that your goal shouldn't be to hinder the marines unless the company says otherwise, because they are serving your interests.

In-Character Things to Remember

  • You're a Corporate Security officer: a guard and protector. Not a marine, not a doctor, not an engineer, not a war fighter.
  • Your primary duty is to protect the Weyland-Yutani Corporate Liaison and their office.
  • You have no authority over military personnel and should not attempt to command them.
  • Remain professional and in character at all times, prioritizing roleplay over action.
  • Avoid unnecessary combat; your role is security, not frontline engagement.
  • You are not responsible for enforcing Marine Law.
  • You are not there to fight with marines.

While you can't demand anything, saying "I'd appreciate X" or "I'm sure if I got X your relations with the company would be good", as well as stating that they aren't by any means required to give it to you, usually results in you getting what you're asking for.

You are not above Marine Law. If you commit a crime, don't expect special protection from the Company.

Workspace


As said, your main work area will be the Weyland-Yutani Corporate Liaison Office, however if CL will leave their office you can escort them.

Upper Deck

The Corporate Liaison’s office is located on the upper deck, providing a secure and private space for corporate stuff.

  • The corporate office has shutters for security purposes.
  • Access to office Security Flash in WY Terminal for safety purposes.
  • Ability to use Nerve Gas in WY Intranet Terminal in security purposes.
  • There are secure cameras in the office and quarters, which can be accessed through the Weyland-Yutani Intranet Terminal.

Middle Deck

The Corporate Liaison’s quarters is located on middle deck, contains a secret containment for conducting private experiments and a conference room. A maintenance room connected to it provides access to a concealed emergency evacuation pod for Corporate Liaison.

  • The conference room is equipped with shutters for additional security and privacy.
  • A fax machine and telephone is available for direct communication.
  • The maintenance room contains a first aid kit for emergency use.

Authority

You have the authority to detain and disable people who are trespassing or otherwise causing problems within the Corporate Liaison's Office. This authority is limited to non-lethal action and anyone detained must (according to Marine Law) be handed to MPs and not kept within the Liaison's office.

You are not an MP however, and someone who causes problems with the Liaison and is not within the office, or ran out of the office, is no longer within your power to deal with.

  • The main exception to this rule is anyone who poses an imminent physical threat to the safety of yourself or the Liaison. These cases must be handled appropriately and within escalation. Keep to non-lethal response wherever possible.

Your Equipment


As the Corporate Bodyguard, the company has given you an corporate security rack with firearm equipment.

The Corporate Bodyguard has access to three special weapons the M39 Submachine Gun, M41A Pulse Rifle MK2 and the NSG23 Assault Rifle each one can be found in the Corporate Bodyguards Rack at .

Firearm: Description:

88 Mod 4 combat pistol

Standard issue USCM firearm. Also found in the hands of Weyland-Yutani PMC teams. Fires 9mm armor shredding rounds and is capable of 3-round burst.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 4

Scatter Unwielded: 4

Burst Scatter: 4

Burst Amount: 3

Firerate: 240

Falloff: 1

Effective Range: 0

Burst Firerate: 205

Accuracy Wielded: 6

Accuracy Unwielded: 6

Maximum Range: 22

Ammunition & Damage:
Ammo Type Damage Table
Icon Name
88M4 AP magazine (9mm)
Icon Name
88M4 FMJ magazine (9mm)
Icon Name
88M4 FMJ extended magazine (9mm)
Icon Name
88M4 toxic magazine (9mm)
Icon Name
88M4 wall-penetrating magazine (9mm)
Icon Name
88M4 incendiary magazine (9mm)
Icon Name
88M4 rubber magazine (9mm)
88M4 AP magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 30 30 30 30 30 30 30 30 30 27 24
88M4 FMJ magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 48 48 48 43 39 36 27 23 19 15 12
88M4 FMJ extended magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 48 48 48 43 39 36 27 23 19 15 12
88M4 toxic magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 30 30 30 30 30 30 30 30 30 27 24
88M4 wall-penetrating magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 36 36 36 36 36 36 36 36 36 36 36
88M4 incendiary magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 24 24 24 21 17 14 11 8 6 3 1
88M4 rubber magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 0 0 0 0 0 0 0 0 0 0 0
Attachments:
Muzzle
Rail
Under
Stock



VP78 pistol

A massive, formidable semi-automatic handgun chambered in 9mm squash-head rounds. A common sight throughout both UA and 3WE space, often held by both Weyland-Yutani PMC units and corporate executives. This weapon is also undergoing limited field testing as part of the USCM's next generation pistol program. The slide is engraved with the Weyland-Yutani logo reminding you who's really in charge.

Stats:

Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter: 5

Burst Amount: 3

Firerate: 120

Falloff: 5

Effective Range: 6

Burst Firerate: 144

Accuracy Wielded: 6.3

Accuracy Unwielded: 6.3

Maximum Range: 22

Ammunition & Damage:
Ammo Type Damage Table
Icon Name
VP78 magazine (9mm)
Icon Name
VP78 toxic magazine (9mm)
Icon Name
VP78 wall-penetrating magazine (9mm)
Icon Name
VP78 incendiary magazine (9mm)
Icon Name
VP78 rubber magazine (9mm)
VP78 magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 45 45 45 45 45 45 45 40 37 33 25
VP78 toxic magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 45 45 45 45 45 45 45 40 37 33 25
VP78 wall-penetrating magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 45 45 45 45 45 45 45 45 45 45 45
VP78 incendiary magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 35 35 35 35 35 35 35 31 28 22 18
VP78 rubber magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 2 2 2 2 2 2 2 0 0 0 0
Attachments:
Muzzle
Rail
Under



M39B/2 submachinegun

A modified version M-39 submachinegun, re-engineered for better weight, handling and accuracy. Given only to elite units.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter: 1

Burst Amount: 3

Firerate: 400

Falloff: 6

Effective Range: 4

Burst Firerate: 342

Accuracy Wielded: 6

Accuracy Unwielded: 3.4

Maximum Range: 22

Ammunition & Damage:
Ammo Type Damage Table
Icon Name
M39 HV magazine (10x20mm)
Icon Name
M39 AP magazine (10x20mm)
Icon Name
M39 LE magazine (10x20mm)
Icon Name
M39 rubber magazine (10x20mm)
Icon Name
M39 HEAP magazine (10x20mm)
Icon Name
M39 wall-penetrating magazine (10x20mm)
Icon Name
M39 toxin magazine (10x20mm)
Icon Name
M39 incendiary magazine (10x20mm)
Icon Name
M39 HV extended magazine (10x20mm)
M39 HV magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 45 45 41 37 34 26 22 18 14 11 8
M39 AP magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 35 35 35 35 35 35 35 31 29 22 18
M39 LE magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 27 27 27 27 27 24 22 16 13 10 7
M39 rubber magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 0 0 0 0 0 0 0 0 0 0 0
M39 HEAP magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 60 60 60 60 60 60 60 55 50 45 41
M39 wall-penetrating magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 40 40 40 40 40 40 40 40 40 40 40
M39 toxin magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 35 35 35 35 35 35 35 31 29 22 18
M39 incendiary magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 33 33 30 27 21 18 14 11 8 5 3
M39 HV extended magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 45 45 41 37 34 26 22 18 14 11 8
Attachments:
Muzzle
Rail
Under
Stock



M41A pulse rifle MK2

The standard issue rifle of the Colonial Marines. Commonly carried by most combat personnel. Uses 10x24mm caseless ammunition.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter: 1

Burst Amount: 3

Firerate: 240

Falloff: 4

Effective Range: 7

Burst Firerate: 205

Accuracy Wielded: 20.8

Accuracy Unwielded: 10.4

Maximum Range: 24

Ammunition & Damage:
Ammo Type Damage Table
Icon Name
M41A magazine (10x24mm)
Icon Name
M41A extended magazine (10x24mm)
Icon Name
M41A incendiary magazine (10x24mm)
Icon Name
M41A explosive magazine (10x24mm)
Icon Name
M41A HEAP magazine (10x24mm)
Icon Name
M41A AP magazine (10x24mm)
Icon Name
M41A LE magazine (10x24mm)
Icon Name
M41A wall-penetrating magazine (10x24mm)
Icon Name
M41A toxin magazine (10x24mm)
Icon Name
M41A Rubber Magazine (10x24mm)
M41A magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 44 44 40 36 33 25 21 17 13 10 7
M41A extended magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 44 44 40 36 33 25 21 17 13 10 7
M41A incendiary magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 33 33 30 27 21 17 14 11 8 5 2
M41A explosive magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 27 27 25 22 16 13 10 8 5 2 0
M41A HEAP magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 60 60 60 60 60 60 60 60 60 55 50
M41A AP magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 33 33 33 33 33 33 33 33 33 30 27
M41A LE magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 22 22 22 22 22 20 15 12 10 7 4
M41A wall-penetrating magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 38 38 38 38 38 38 38 38 38 38 38
M41A toxin magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 33 33 33 33 33 33 33 33 33 30 27
M41A Rubber Magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 0 0 0 0 0 0 0 0 0 0 0
Attachments:
Muzzle
Rail
Under
Stock



NSG 23 assault rifle

A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.

Stats:

Recoil Wielded: 1.1

Recoil Unwielded: 4

Scatter Wielded: 3

Scatter Unwielded: 11

Burst Scatter: 1

Burst Amount: 3

Firerate: 184

Falloff: 0

Effective Range: 7

Burst Firerate: 158

Accuracy Wielded: 23.2

Accuracy Unwielded: 10.4

Maximum Range: 24

Ammunition & Damage:
Ammo Type Damage Table
Icon Name
NSG 23 magazine (10x24mm)
Icon Name
NSG 23 high-capacity drum magazine (10x24mm)
Icon Name
NSG 23 armor-piercing magazine (10x24mm)
Icon Name
NSG 23 HEAP magazine (10x24mm)
Icon Name
NSG 23 incendiary magazine (10x24mm)
Icon Name
NSG 23 training magazine (10x24mm)
NSG 23 magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 50 50 45 41 37 29 24 20 16 13 9
NSG 23 high-capacity drum magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 50 50 45 41 37 29 24 20 16 13 9
NSG 23 armor-piercing magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 37 37 37 37 37 37 37 37 37 34 30
NSG 23 HEAP magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 68 68 68 68 68 68 68 68 68 62 56
NSG 23 incendiary magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 37 37 34 30 24 20 17 13 10 7 4
NSG 23 training magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 0 0 0 0 0 0 0 0 0 0 0
Attachments:
Muzzle
Rail
Under


Covert Tools

Unauthorized listening devices are a crime!
Where to Find? Military Police covert tools are found in the communications cabinet in the warden's office. Corporate Liaison covert tools are found in the communication cabinet in the CL's bedroom.
Listening Devices
Motion Sensors
What they do? These are disguisable objects that transmit nearby speech over radio. These are deployables that send radio alerts when unauthorized personnel move past.
How to use Use it in-hand to turn on and off the microphone, speaker, volume mode, and the subspace Tx. You can install additional radio encryption keys into the listening device if you want it to broadcast to a certain channel. By default, MP's devices transmit to the MP radio, and CL's devices transmit to the Weyland-Yutani radio.

Right-click the listening device while in your hand:

  • "Change Disguise" means the listening device will become disguised as the first object you hit it on.
    • By default, the listening device will assume the name of whatever object you disguise it as.
  • "Set Nametag" allows you to set a custom name.
  1. Drop the sensor on the floor where you want it.
  2. Use a security access tuner on it to turn it on.
    • Pick which corner of the tile you want the sensor in (NW, NE, SW, SE, or let the timer run out for it to be centered).

To change the sensor's network (who can walk through without an alarm), hold it undeployed in your hand and swipe an ID on it, then select the desired network.
To remove a sensor, use a tuner on it. Removing it without access will send a radio alert, and it will take significantly longer.

Tips and Suggestions


  • Set the Company relation status to LOYAL in your character profile.
  • Be acquainted with Marine Law. Know your rights to keep your radio and to an appeal.

Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



To find out about how the skill system works head over to the skills system page.